Texto completo do manual
SPIRIT ISLAND
BRANCH
AND CLAW
A GAME BY R. ERIC REUSS
THE COOPERATIVE
SETTLER-DESTRUCTION
STRATEGY GAME
1-4
90-120
MIN
14+
FABLED
NEXUS
---
The Invaders keep pushing forward. Individually, they are
fragile and easily terrified. As a whole, they are relentless,
implacable, and increasingly unpredictable.
How many ways can we resist them? All of our power thus
far has failed to turn them back. We must grow, change,
choose new paths - embrace the metamorphosis of life,
because if we stay as we are, we will die, and the Island with
us.
So let us scream disease into the wind and blossom razors
across the Invaders' path. Let us call forth the predators of
the Island, who have every bit as much to lose as we do. Let
us turn the Invaders against each other, and buy enough
time for the Dahan to rally and strike; already they begin to
organize.
Let us desperately hope that not too many Dahan take the
Invaders' side. We would not survive a Third Reckoning.
Our dreams promise that victory is attainable, if we can find
a clear path through this tangled jungle of possibilities. We
will trust they do not lie, and fight on.
---
EVENTS DISCARD EVENTS 2 SPIRIT PANELS
1 ADVERSARY PANEL
1 ADVERSARY-SPECIFIC
EVENT CARD
4 SCENARIO PANELS
2 ADVERSARY TILES
20 SCENARIO MARKERS
(8 NUMBERED, 12 BLANK)
BEASTS/WILDS/DISEASE/STRIFE
TOKENS (22 OF EACH)
---
DEMORALIZED
Defend 3 in all lands.
Defend 2 in all lands.
Defend 1 in all lands.
31 MINOR POWER CARDS
21 MAJOR POWER CARDS
7 BLIGHT CARDS
2 per player
Any removed from
the board returns here.
If there is ever NO here,
players lose.
BACK AGAINST THE WALL
Every Spirit Phase each Spirit gains
+1 Energy and +1 Card Play.
BLIGHTED ISLAND
15 FEAR CARDS
YEARS OF LITTLE RAIN
A terrible drought parches the island. You may:
LET THE PLANTS DIE AND THE LAND WITHER
• On Each Board: Discard the top Minor Power.
If it lacks , add 1 to a Sands.
• , , and have -1 Health (minimum 1)
until the end of the turn.
ACT TO EASE THE DROUGHT
• Each Spirit may add 1
to one of their lands
with .
Cost: 4 Energy per player. Aided by .
BEASTS ATTACK! Each deals 2 Damage.
Remove any token that destroys /.
CANNY DEFENSE: During Ravage, in every
land, Defend 1 per in the land.
1 ADVERSARY-SPECIFIC
EVENT CARD
2 ADVERSARY TILES
20 SCENARIO MARKERS
(8 NUMBERED, 12 BLANK)
BEASTS/WILDS/DISEASE/STRIFE
TOKENS (22 OF EACH)
---
VICTORY
SPIRIT ISLAND PHASE ORDER
EARNED FEAR CARDS
FEAR DISCARD EXPLORE BUILD RAVAG E
DISCARD
BLIGHT
IF THERE IS EVER
NO BLIGHT HERE,
YOU LOSE
THE GAME.
per player
PER PLAYER
GENERATED
FEAR
SPIRIT PHASE
Growth
Gain Energy
Choose Powers
INVADER PHASE
Blighted Island
Fear
Ravage
Build
Explore
Advance Invader Cards
TIME PASSES
DESTROYING A GENERATES 1
DESTROYING A GENERATES 2 EVENTS DISCARD EVENTS
---
SETUP CHANGES
• Add the extension to the Invader Board.
• Put the Beasts 🐾, Wilds 🌿, Disease 💀, and Strife ⚔️ tokens in the
corresponding areas on the Invader Board extension.
• Shuffle the Event Deck and put it on the Events space on the Invader
Board extension. Playing with a Blight Card is now required rather than
optional. (The Event deck depends on using one.)
• During Setup, put one 🐾 and one 💀 on each Island board. The 🐾
goes in the lowest-numbered land with no printed Setup icons; the 💀
goes in land #2 (with the City).
STARTING BEASTS/
DISEASE TOKENS
Thematic Boards: Instead of placing a single 💀 and 🐾 on each board,
place tokens as indicated by the setup icons in each land.
SHORT ON SPACE?
If your table doesn't have space for the Invader
Board extension, put the Event Deck near the
Earned Fear stack, so you remember to do it first.
7
---
EVENT CARDS
In the Core Game, the Invaders are perfectly predictable, save for what
lands they will next be interested in. But in truth, all living things - the
Invaders, the Dahan, and Beasts of the wild - sometimes act in
unanticipated ways. To represent this, each Invader Phase, after any
Blighted Island effect and before resolving any Earned Fear Cards, draw
and resolve one Event Card. (See the back cover for the full turn order.)
BLIGHTED ISLAND
If you have trouble remembering to apply a
Blighted Island effect first, put a Blight from the
box atop the Event Deck as a reminder.
Most cards show two possible primary Events (see examples below). Which
you perform will depend on either:
1. The Health of the Island (Healthy/Blighted, as shown on the
Blight Card);
2. The Terror Level (I, II, or III); or
3. The Stage of Invasion (I, II, or III). The current Stage is shown by
the top card of the Invader Deck.
Exception: If playing against Brandenburg-Prussia Level 2+,
treat the early Stage III card as if it were Stage II.
Most Event cards also have:
4. Token Event: References Beasts, Diseases, or Strife.
5. Dahan Event: If a token or Dahan causes Fear/Damage/destruction,
it does so in the land that it's in.
1
HEALTHY LAND
BLIGHTED LAND
PUTTING DOWN ROOTS
On an Inland Land on Each Board:
Replace 1 with 1.
THE CENTER CRUMBLES
On Each Board With Invaders:
Either destroy 3 (Total).
or
Add 1 to an Inland land.
4
UNBROKEN: Invaders do not Ravage in
lands with .
5
DRIVE OFF THE INTERLOPERS: Each
player may Push 1 from a land
with .
2
DISTANT EXPLORATION
Invaders Explore at +1 distance.
FEARFUL MOBS
When Ravaging, Invaders do +3 Damage
per land in lands with at least 3 Invaders.
4
GRIM TOLL: On Each Board: Choose
a land. In that land, do 3
Damage to Invaders and 2 Damage
to .
5
HURRY HOME: 1 per land with
Invaders where outnumber .
3
STAGE I
STAGES II + III
SEEKING THE INTERIOR
In each Coastal land: Push 1 from a land
Inland.
LOCAL DIASPORA
In the single land with the most Invaders:
Push 1 to each adjacent land.
4
BEASTS PROWL: Each generates 1
if Invaders are present and moves
to an adjacent land if not.
5
FORSAKE THE BARREN LAND: On Each
Board: Push 2 from a land with
to a land without .
Just like with other effects, when resolving Events:
• Perform as much of the card's instructions as you can, moving from
top to bottom and skipping anything inapplicable or impossible.
• Effects which don't change pieces on the board last only until the
end of the current turn.
8
---
YEARS OF LITTLE RAIN
A terrible drought parches the island. You may:
LET THE PLANTS DIE AND THE LAND WITHER
• On Each Board: Discard the top Minor Power.
If it lacks , add 1 to a Sands.
• , , and have -1 Health (minimum 1)
until the end of the turn.
ACT TO EASE THE DROUGHT
• Each Spirit may add 1
to one of their lands
with .
Cost: 4 Energy per player. Aided by .
BEASTS ATTACK! Each deals 2 Damage.
Remove any token that destroys /.
CANNY DEFENSE: During Ravage, in every
land, Defend 1 per in the land.
---
TOKENS
New Powers and Spirits use four types of tokens to represent perils and
hazards which hinder the Invaders. Beasts, Wilds, and Disease tokens are
added to lands; Strife is added to specific Invaders. There is no limit to
how many tokens can be in a land, nor to how many Strife tokens can be
on an Invader.
BEASTS: Harms
Invaders and
generates Fear as
specified by Powers
and Event Cards.
DISEASE: Prevents
the next Build and is
then removed.
WILDS: Prevents
the next Explore and
is then removed.
STRIFE: Blocks a
specific Invader's
Damage the next
time they Damage
Dahan and/or the
land, and is then
removed.
BEASTS
Beasts tokens represent any sort of wild Beasts that are numerous,
dangerous, or aggressive enough to be a problem for the Invaders. (The
Dahan know how to avoid them or drive them off well enough to prevent
substantial casualties.) They are unpredictable allies, and are much more
likely to pick off Explorers than to attack Towns or Cities.
Beasts tokens do not have an intrinsic effect. Many Powers which add
have a second effect which only works on lands with , and roughly half
of the Event Cards have Token Events for Beasts.
WILDS
Wilds tokens represent lands that are perilous to explore - plants which
look edible but are actually toxic, difficulty finding fresh water, especially
dangerous paths, etc. However, once a given danger is discovered and
noted (there are always a few survivors), it is easily avoided by future
Explorers.
When Invaders would Explore into a land with , instead remove one
from that land.
DISEASE
Disease tokens represent maladies and poor health. They reduce
population: sometimes sharply, but more often by keeping growth in
check. Disease is dangerous to the Dahan - not as devastating as was
the case historically (thanks to their relationships with Spirits of healing
and vigor), but some of the Token Events dealing with can harm the
Dahan.
When Invaders would Build in a land with , instead remove one
from that land.
10
---
STRIFE
Strife tokens represent internal turmoil and discord within the Invader
ranks. In such turbulent and angry situations, fields go untended, farms
remain small, and aggression against the Dahan becomes disorganized
and ineffectual.
Unlike the other three token types, Strife is added to a specific Invader
rather than the land as a whole. When you add a Strife in a particular
land, you choose which Invader it's added to and place the Strife token
beneath that Invader piece. (If there are no Invaders, you cannot add
Strife.)
Whenever Invaders Damage the Dahan and/or the land, each attacking
Invader with any number of Ⓓ deals exactly 0 Damage and removes
one Ⓓ. Using the Ⓓ is required; you cannot save it for later, even if the
Invader is already doing 0 damage due to, e.g., Defend. If the Invader
is Damaging multiple things simultaneously (as during Ravage), the Ⓓ
affects all of them. If Invaders damage other Invaders, Strife has no
effect and is not removed.
Reminder: Even if Damage is reduced to 0 (by Defend and/or Strife),
the Dahan still fight back! Only if something cancels or skips the Ravage
Action entirely do they remain complacent.
If an Invader with Strife moves, the Strife moves with it. If it is removed
or destroyed, return the Strife token to the supply. If it is replaced with
another Invader, the Strife stays; but if it is replaced with something else -
such as a Beasts token or Dahan - the Strife goes away.
(See next pages for examples of tokens in use.)
STRIFE TIMING
Strife applies after all other modifiers to an individual Invader's
Damage. However, effects which change the total Damage done
in a land (e.g., Defend, and some Events) apply later, after you've
added up Damage from each individual Invader.
Strife is removed when the Damage it affects is dealt - so during
Ravage, it is removed at the same time as Dahan casualties,
before the Dahan counterattack. This may be relevant if a
"-1 Health per Ⓓ" Fear Card has been drawn.
11
---
YEARS OF LITTLE RAIN
A terrible drought parches the island. You may:
LET THE PLANTS DIE AND THE LAND WITHER
• On Each Board: Discard the top Minor Power.
If it lacks , add 1 to a Sands.
• , , and have -1 Health (minimum 1)
until the end of the turn.
ACT TO EASE THE DROUGHT
• Each Spirit may add 1
to one of their lands
with .
Cost: 4 Energy per player. Aided by .
BEASTS ATTACK! Each deals 2 Damage.
Remove any token that destroys /.
CANNY DEFENSE: During Ravage, in every
land, Defend 1 per in the land.
---
WILDS EXAMPLES
A
B
C
D
For these examples, the Explore Action takes place in Jungles. When Invaders would Explore
into a land with, instead remove one from that land.
A) This is a land without. This land includes a Town or City already, so an Explorer is
added here.
B) This is a land with 1. This land does not have and is not adjacent to a source of
Invaders, so no Explore happens here. The stays.
C) This is a land with 1. It is adjacent to a land with a Town or City, so normally the
Invaders would Explore here. Instead remove 1.
D) This is a land without. It is Coastal, so an Explorer is added here.
STRIFE EXAMPLE
Wetlands about to Ravage.
Step 1
Step 2
For this example, the Ravage Action takes place in Wetlands. Each attacking Invader with any
number of deals exactly 0 damage and removes one.
This Wetland has 2 Dahan, 1 City (with 1 Strife), and 1 Explorer in it. The Invaders deal a total of 1
Damage (0 from the City and 1 from the Explorer) to the land and to the Dahan.
(Step 1) 1 Damage to the land is not enough to add Blight. 1 Damage is dealt to one of the Dahan.
Remove the Strife token from the City.
(Step 2) Now it's the Dahan's turn to fight back. They deal 4 Damage, destroying the Explorer and
the City.
13
---
VICTORY
SPIRIT ISLAND PHASE ORDER
EARNED FEAR CARDS
FEAR DISCARD EXPLORE BUILD RAVAGE
DISCARD
BLIGHT
IF THERE IS EVER
NO BLIGHT HERE,
YOU LOSE
THE GAME.
per player
PER PLAYER
GENERATED
FEAR
SPIRIT PHASE
Growth
Gain Energy
Choose Powers
INVADER PHASE
Blighted Island
Fear
Ravage
Build
Explore
Advance Invader Cards
TIME PASSES
DESTROYING A GENERATES 1
DESTROYING A GENERATES 2
VICTORY
SPIRIT ISLAND PHASE ORDER
EARNED FEAR CARDS
FEAR DISCARD EXPLORE BUILD RAVAGE
DISCARD
BLIGHT
IF THERE IS EVER
NO BLIGHT HERE,
YOU LOSE
THE GAME.
per player
PER PLAYER
GENERATED
FEAR
SPIRIT PHASE
Growth
Gain Energy
Choose Powers
INVADER PHASE
Blighted Island
Fear
Ravage
Build
Explore
Advance Invader Cards
TIME PASSES
DESTROYING A GENERATES 1
DESTROYING A GENERATES 2
---
"NORMAL" ACTIONS VS. "EXTRA" ACTIONS
Some Fear and Event Cards refer to a "normal" Invader Action - for
instance, "Skip the normal Build". "Normal" just means "the Actions
caused by Invader Cards in the normal 3 Invader Action Spaces", even if
there are multiple Invader Cards in an Action Space.
By contrast, Invader Actions taken due to any other game mechanism
(Event Cards, Fear effects, Spirit Powers, Adversary or Scenario rules
changes, etc) are "extra" Invader Actions.
INVADERS DOING DAMAGE MULTIPLE TIMES IN SAME LAND
The possibility for multiple Ravages means Invaders could deal Damage
in a land multiple times on a single turn. Important things to note:
• Defend Powers apply each time the Invaders do Damage in a land.
• Each time the land itself is Damaged is separate - it does not
accumulate Damage until end of turn the way Invaders and Dahan
do. Only add a Blight when a single instance of Damage is enough
to cause Blight.
• Similarly, Blight can be added to a land multiple times in a turn!
Check each time it takes Damage.
BLIGHT
Two Power Cards in this expansion can move Blight from one land to
another. Moving Blight does not destroy Presence or trigger Blight
cascade.
SPIRITS
"PICK TWO" GROWTH
Spirits with "Growth (Pick Two)" may choose any two options, in either
order. However, they cannot choose the same option twice in a single
turn.
GROWTH THAT COSTS ENERGY
Both Spirits in this expansion have a Growth option that costs Energy to
pick. If the Spirit does not have the required amount of Energy, they can't
choose that option. (Since both Spirits get 2 Growth choices, though,
they could use the first Growth choice to gain Energy to help pay for the
second one.)
15
---
RULES UPDATES
POWER CARDS
If you play an additional Slow Power Card during the Fast Power Phase,
you still have to wait until the Slow Power Phase to use it.
DISCARDING POWERS AS A RANDOMIZER
Several Choice Events use Powers as a randomizer: you put the top
Power from the appropriate deck straight into the discard pile (shuffling
the discard first if necessary), then check some attribute of that card (its
Energy cost, whether it grants a particular Element, or whether it is Fast/
Slow - ignoring any Elemental Thresholds which might speed it up).
If you discard Elemental Boon (which may or may not grant each
Element), you may choose whether it has the Element in question.
HEALTH AND DAMAGE
DAMAGING THE DAHAN
When Spirit Powers Damage the Dahan, you may choose how that
Damage is allocated, just like when you Damage Invaders. When Events
or Invaders Damage the Dahan, you must destroy Dahan as efficiently
as possible. You cannot choose to hurt an undamaged Dahan to spare a
wounded one.
HEALTH CHANGES
Some effects increase or decrease the Health of Invaders or Dahan.
These effects never reduce a piece's Health below 1. If an Invader or
Dahan has already taken Damage equal to or greater than their new
Health, it is immediately destroyed.
GAME-WIDE HEALTH
Some Fear Cards say "For the rest of this turn, Invaders have -1
Health per . This is a general rule that applies across the game
for that turn. Whenever an Invader gains or loses , they
acquire/lose the -1 Health penalty along with it.
Similarly, if the Event "Tight-Knit Communities" has granted all
/+1 Health for the turn, a Town that is replaced with an
Explorer will lose its Health bonus.
16
DAMAGE CHANGES
If there are Damage modifiers to both individual Invaders (eg, "Each
does +1 Damage") and to Invaders as a whole (eg, Defend), apply the
individual modifiers first, then the land-wide modifiers.
---
SOLO PLAY
Blight Cards which have only 2 Blight per player on the Blighted Island
side can be especially nasty when playing solo. If you get one of them in
a single-player game, you may choose to draw a random replacement
from among the unused Blight Cards.
THEMATIC MAP
When setting up a game with the thematic side of the Island Boards, add
Beasts, Wilds, Disease and Strife tokens as indicated by the Setup icons
in each land. Strife icons are shown above the Invader piece they are
affecting.
Playing on the thematic map with this expansion increases the Difficulty
by 1 (instead of increasing Difficulty by 3, without this expansion).
---
ADVERSARY
London
The Halige
DUTCH
Spanish
Netherlands
beige
Span.
Neth.
Rhine R.
Nancy
DUCHY OF LORRAINE
Bern SWISS
CONFEDERA
Mil
SAVOY PIEDMONT
Corsica IGEN
Loire R.
Paris
Seine R.
K I N G D O M
O F
F R A N C E
Ebro R.
THE KINGDOM OF FRANCE (PLANTATION COLONY):
KING LOUIS XIV
King Louis XIV, the longest ruling monarch in Europe, rules France with
an iron fist but requires a constant stream of revenue to finance his
wars on the continent. Recently involved in a war against Sweden and
the Holy Roman Empire to place his grandson Philip on the Spanish
throne, Louis relies on the strength of the French Army to hold together
a tenuous alliance with Spain and Scotland against the Swedish,
Habsburg, and Prussian Kingdoms.
Prevented from raising money from the aristocracy, and with a peasant
population already suffering under some of the highest tax rates in
Europe, he has begun setting up plantation colonies and extracting the
resources of distant lands for the benefit of the Kingdom of France.
18
---
Many European powers had plantation colonies worked by imported
slaves. This Adversary combines the dynamics of rapid plantation (Town)
development and 18th century French frontier exploration.
THE KINGDOM OF FRANCE (PLANTATION COLONY)
Additional Loss Condition
Sprawling Plantations: Before Setup, return
all but 7 per player to the box. Invaders
win if you ever cannot place a .
Level Fear Cards
1 9 (3/3/3)
2 10 (3/4/3)
3 11 (4/4/3)
4 12 (4/4/4)
5 13 (4/5/4)
6 14 (4/5/5)
Stage II Escalation
Demand for New Cash Crops: After Exploring, on
each board, pick a land of the shown terrain. If it has
/ , add 1. Otherwise, add 1.
Game Effects (cumulative)
Frontier Explorers: After Setup, when Invaders successfully Explore into a land
without , add another .
Slave Labor: During Setup, put the "Slave Rebellion" Event under the top 3 cards
of the Event Deck. After Invaders Build in a land with 2 or more, replace all but
1 there with an equal number of .
Early Plantations: During Setup on each board, add 1 to the highest-numbered
land without . Add 1 to land #1.
Triangle Trade: Whenever Invaders Build a Coastal , add 1 to the adjacent
land with the fewest .
Slow-healing Ecosystem: When you remove from the board, put it here
instead of onto the Blight Card. As soon as you have 3 per player here,
move it all back to the Blight Card.
Persistent Explorers: After the normal Explore Phase, on each board add 1 to
a land without any . Fear Card effects never remove . If one would, you may
instead Push that .
It includes a special Event Card - "Slave
Rebellion" - which is only used when called
for by the Adversary.
This Adversary is notably easier for Spirits
which are good at destroying Towns (e.g.,
Lightning's Swift Strike).
This Adversary is notably harder for Spirits
which have difficulty destroying buildings
(e.g, Bringer of Dreams and Nightmares),
due to the additional loss condition.
SLAVE REBELLION
(Adversary Event - Include only if specified)
STAGES I + II
SMALL UPRISING
On Each Board: Add to . After
finishing this Event Card, draw another
one, then return this card to the Event
Deck as per Setup.
STAGE III
REBELLION!
On Each Board: Destroy 1. Add to
any 2 / . Then, every Invader takes 1
Damage per it has. After finishing this
Event card, draw another one. This card
is discarded.
AID THE UPRISING: Invaders with
take 1 Damage per present. Add
1 per this destroys.
THEMATIC REBELLION
The predictability of the "Slave Rebellion" Event makes for a more
balanced game. If you prefer a more thematic uncertainty, shuffle
the Slave Rebellion Card into the top two cards, then move the
bottom two cards of the Event Deck to the top.
19
---
DIFFICULTY CHART
| | SCENARIOS | THE KINGDOM OF BRANDENBURG-PRUSSIA |
|---|---|---|
| DIFFICULTY 0 (NO CHANGE) | BLITZ GUARD THE ISLE'S HEART SECOND WAVE (*) | |
| DIFFICULTY 1 | POWERS LONG FORGOTTEN (**) | BASE LEVEL |
| DIFFICULTY 2 | WARD THE SHORES | LEVEL 1 |
| DIFFICULTY 3 | RITUALS OF TERROR RITUALS OF DESTROYING FLAME | |
| DIFFICULTY 4 | DAHAN INSURRECTION | LEVEL 2 |
| DIFFICULTY 5 | | |
| DIFFICULTY 6 | | LEVEL 3 |
| DIFFICULTY 7 | | LEVEL 4 |
| DIFFICULTY 8 | | |
| DIFFICULTY 9 | | LEVEL 5 |
| DIFFICULTY 10 | | LEVEL 6 |
USING THEMATIC MAPS WITH BRANCH AND CLAW ADDS 1 TO THE DIFFICULTY.
Please note that Difficulty level is a rough guide: some Spirits are better/worse against certain Adversaries and Scenarios, and Scenario/Adversary combinations will vary in how much they combo with each other.
(*) +/-1, depending how the prior game went. However, this Scenario also instructs you to increase your Adversary level if you won too decisively.
(**) The competitive treasure-searching in this Scenario makes the game more swingy. On avaerage, it adds about +1 Threat, but can be much harder or easier depending on who finds what.
20
---
ADVERSARY & SCENARIO
THE KINGDOM
OF ENGLAND
BASE LEVEL
LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4
LEVEL 5
LEVEL 6
THE KINGDOM
OF SWEDEN
BASE LEVEL
LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4
LEVEL 5
LEVEL 6
THE KINGDOM
OF FRANCE
BASE LEVEL
LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4
LEVEL 5
LEVEL 6
21
---
REFERENCE
GLOSSARY/INDEX
Aided by (Element): The Energy cost of a Choice Event is reduced by 1
for having this Element, 2 for Discarding a Power Card from hand which
grants this Element, or by 4 for Forgetting a Power Card (from hand,
play, or discard) which grants this Element. [p. 9]
Beasts (token): Dangerous Beasts. Harms Invaders erratically. [p. 10]
Choice Event: An Event which offers the Spirits a choice of paths. The
first choice is the default, if the Spirits cannot agree. [p. 9]
Dahan Event: The portion of an Event Card in which the Dahan act on
their own. [p. 8]
Disease (token): Illness and plague. Prevents the next Build Action in its
land and is then removed. [p. 10]
Event: An unforeseen development, resolved before Earned Fear cards
each Invader Phase. [p. 8]
Extra Action: Invader Actions caused by Adversary effects, Events, Fear,
Powers, a Scenario, or anything other than an Invader Card on one of
the three Action Spaces on the Invader Board. [p. 15]
Invader Action: One of three bad things the Invaders do: Ravage, Build,
or Explore. Usually caused by cards on the Invader Board ("normal
Actions"), but can also be caused by Adversary effects, Events, Fear,
Powers, etc ("extra Actions"). [p. 14]
Invader Stage: The Stage shown on the top card of the Invader Deck - I,
II, or III. If playing against Brandenburg-Prussia Level 2+, treat the early
Stage III card as if it were Stage II. [p. 8]
Normal Action: The normal Invader Actions taken each turn due to
Invader Cards on one of the three Action Spaces on the Invader Board.
Does not include extra Actions from Events, Adversaries, Powers, etc.
Stage: See Invader Stage.
Strife (token): Internal discord. Placed under an individual Invader (in
target land), unlike other tokens. When an Invader with Strife deals
Damage to Dahan and/or the land, that Damage is blocked, and the
Strife is then removed. [p. 11]
Token Event: The portion of an Event Card with an effect centering
around Beasts, Disease, or Strife tokens. [p. 8]
Wilds (token): Dangerous wilderness. Prevents the next Explore Action in
its land and is then removed. [p. 10]
22
---
CREDITS
Game Designer: R. Eric Reuss
Developer: Ted Vessenes
Editor-in-Chief: Christopher Badell
Creative Director: Adam Rebottaro
Managing Art Director: Jennifer Closson
Graphic Design: SaRae Henderson, Darrell Louder
Cover Art: Joshua Wright
Cover Vines: Nolan N Nasser
Figure Design: Jorge Ramos
Editors: Brian Blankstein, Dylan Thurston, Ted Vessenes
PLAYTESTERS
Daniel R. Abraham, Vivian Abraham, Joel Aernouts, Andy Arenson,
Bernie Bagin, Ben Barden, Rick Baxter, Geoffrey Benedict, Mark Bigney,
Brian Blankstein, Mike "Spiff" Booth, Chris Burton, Galen Garrick
Brownsmith, Trey Chambers, Danielle Church, Chris Cieslik, Justin du
Coeur, Jesse Cox, Christopher Dade, Nathan Dilday, Nathan Engert,
Kathryn Goldenoak, Jeremy Gottesman, Shoshana Gourdin, Bryan
Graham, Luke Hagerling, Betsy Helms, David Helms, Tim Hogue,
Donner Holten, Prescott Jenner, Paul Kalmar, Robert Kamphaus II,
Dave Kapell, Kathryn Kun, Andy Latto, Charles Leiserson Jr., Brian W.
Lenz, Russ Luzetski, Andrew Menard, Hung Nguyen, Leanne Opaskar,
Mark Opaskar, Alex Pogue, Danielle Reese, Curtis Reubens, Anna
Roberts, Uncle Don Ross, Ariel Segall, Cameron T. Seitzman, Randy
Smith, Kevin Spak, Brock Stafford, Rick Stefanich, David A. Stern III,
Tyler Stewart, Bill Stull, Dylan Thurston, Jared Tinney, Brent Ur, Carolyn
VanEseltine, Rebecca Vessenes, Ted Vessenes, Paul Watson, Katarina
Whimsy, Sameer Yalamanchi, and countless people who gave feedback
at conventions. Many thanks to all of you!
ARTISTS
Jason Behnke, Loic Belliau, Kat G Birmelin, Cari Corene, Lucas Durham,
Rocky Hammer, Sydni Kruger, Nolan N Nasser, Jorge Ramos,
Moro Rogers, Graham Stermberg, Shane Tyree, Joshua Wright
FABLED
NEXUS
Spirit Island and the Fabled Nexus logo are property of
Greater Than Games, LLC. © 2016 - 2017
For more information about this and other great games,
go to www.GreaterThanGames.com. If you have any questions,
or require replacement pieces, please email
contact@greaterthangames.com.
23
---
TOKENS
BEASTS: Harms
Invaders and
generates Fear as
specified by Powers
and Event Cards.
WILDS: Prevents the
next Explore and is
then removed.
DISEASE: Prevents
the next Build and is
then removed.
STRIFE: Blocks a
specific Invader's
Damage the next
time they Damage
Dahan and/or the
land, and is then
removed.
During Setup, put one Beasts ( )
and one Disease ( ) on each Island
board. The goes in land #2 (with
the City); the goes in the lowest-
numbered land with no printed
Setup icons.
NEW TURN
ORDER
All play is simultaneous.
Spirit Phase
• Growth
• Gain Energy
• Play and pay for Power Cards
Fast Power Phase (Cards and Innate)
Invader Phase
• Blighted Island Effect
• Event
• Fear Effects
• Ravage (Including Strife)
• Build (Including Disease)
• Explore (Including Wilds)
• Advance Invader Cards
Slow Power Phase (Cards and Innate)
Time Passes
• Played Power Cards go to personal
discards.
• Damage and Elements go away.
AIDED BY
If a Cost says it is "Aided by a particular Element" it means that Spirits:
• May Forget one or more Power Cards (from hand, play, or
discard) with that Element to count +4 Energy towards the Cost
per Forgotten card.
• May Discard one or more Power Cards (from hand to discard)
with that Element to count +2 Energy towards the Cost per
discarded card.
• Count +1 Energy towards the Cost for each of that Element they
have in play (from Power Cards, Presence Tracks, or other effects).
Each Power Card can only be used for one of these (e.g. cannot be both
Discarded and Forgotten).
For specific card clarifications,
visit Living FAQ at http://is.gd/sifaq
---